﻿#region Using Statements

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

#endregion

namespace GameName1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class GameController : Game
    {
        SpriteBatch _spriteBatch;

        public GameController()
            : base()
        {
            IsFixedTimeStep = true;
            TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 16);
            new GraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth = (int) ScreenManager.GetInstance().Resolution.X,
                PreferredBackBufferHeight = (int) ScreenManager.GetInstance().Resolution.Y
            };

            Content.RootDirectory = "Content";
            IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            
            ScreenManager.GetInstance().LoadContent(Content);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            ScreenManager.GetInstance().Update(gameTime);         
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            
            _spriteBatch.Begin(SpriteSortMode.Immediate,BlendState.NonPremultiplied);
            
            ScreenManager.GetInstance().Draw(_spriteBatch);
            
            _spriteBatch.End();
           
            base.Draw(gameTime);
        }
    }
    
}
